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landfall 



Map Version: Release Candidate 
Type: CTF
Released: 02-12-2010 
Last Update: 08-03-2010 
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Default landfall

ctf_landfall
by: Dr. Spud

Now a release candidate!

-------------------
ctf_landfall_rc
-------------------
Layout changes:
-You can now jump onto the shack along the outside path.
-Better FPS
-Various detail improvements and additions

Gameplay changes:
-Respawn rate raised 1 tick



Changelog

-------------------
ctf_landfall_rc
-------------------
Layout changes:
-You can now jump onto the shack along the outside path.
-Better FPS
-Various detail improvements and additions

Gameplay changes:
-Respawn rate raised 1 tick

-------------------
ctf_landfall_test3
-------------------
Layout changes:
-Added a new room on the upper levels of each side by mid.
-Removed the outdoor ramp leading up, and put the indoor staircase back in (connects with the new room).
-Changed the sawroom going into the bases. It's not got more space outdoors, in hopes of making that path more dangerous for the attackers.
-Put the intel back in the old spot
-Changed the layout of the intel deck to give the outside path an easy route to the intel.

-------------------
ctf_landfall_test2
-------------------
Layout changes:
-Added a small new room in mid to safely get from the lower saw-room door to the porch on the side of mid.
-Added a new little alcove where the outside path meets mid.
-Removed the indoor staircase going from the outside path to upper mid. It's replaced by an outdoor ramp leading up.

-------------------
ctf_landfall_test1
-------------------
Gameplay Changes:
-flag return time raised to 35 seconds

Layout changes:
-Changed the sides of mid. They're now higher up and have a porch area to give a better vantage point on the upper catwalk.
-Various changes to the former intel area.
-Moved the intel to the building adjacent to where it used to be. I also expanded the building to make it a better intel spot. I'm just trying it out for now, to see what the new location does, so I might not stick with it.

-------------------
ctf_landfall_b1
-------------------
Gameplay Changes (kind of):
-put the spawn times back to a9 times



Old 02-12-2010, 05:04 AM   #1
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The screenshots seem smexy and the premise sounds like it would be interesting. I get a feeling that the high road MIGHT need more of a deterrent than just fall damage (as scouts can basically circumvent that anyway.) Not sure what it could be, though.
 
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Old 02-12-2010, 01:47 PM   #2
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The respawn timers are baaaaaaaad. If you really want to experiment with them then I suggest you reduce the timer for the team who has moved the enemies flag from their base. That would help them to pull the flag out of the base. Once the flag is captured or returns then set the timer back to default.

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Old 02-12-2010, 02:41 PM   #3
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imo reduce the height variant at mid to about 2/3 of what it is now, 3/4 if not. Its close to the peak of a rocket jump to get up top and no1 likes being airshot at eye level because they couldnt get enough extra height to strafe without pausing for a second. too high right now.

There were also a few clipping and texture issues in the screens. Also there were some roofs of buildings that were clipped off but were shorter than the mid which made little sense to me and kinda annoyed me when I tried to jump on or over them.

Map looks good. I'd suggest reskinning it or redoing the lighting so it doesnt feel/look so much like sawmill. an alpine brighter theme might do the map justice imo.

http://dl.dropbox.com/u/3702088/screenshots.rar

1 is a clipping error. i got stuck on it

2 and 4 are places i feel like i shouldve been able to jump to

3 is a messed up texture on the forward face of the stair.

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Old 02-13-2010, 08:53 AM   #4
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Quote:
Originally Posted by Flame View Post
Map looks good. I'd suggest reskinning it or redoing the lighting so it doesnt feel/look so much like sawmill. an alpine brighter theme might do the map justice imo.
One thing I can tell you for sure is that I'm not planning it to look so much like sawmill. Once I start detailing I've got a slightly different theme in mind.

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Old 02-13-2010, 11:54 AM   #5
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I had no idea where I was going.

Are the giant cylinders supposed to be trees?

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Old 02-14-2010, 12:27 AM   #6
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so I updated it to a2, with some good fixes. But for some reason the game won't end once the timer ends. Does anyone know why this would happen?

Until then I guess just wait for a3.

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Old 02-14-2010, 05:35 AM   #7
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logic_auto > OnMapSpawn > gamerules > SetStalemateOnTimelimit > 1

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Old 02-15-2010, 03:36 PM   #8
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Ok I updated it to a3. It's the same as a2 just with the timer fix. And these are the changes:

-------------------
ctf_landfall_a3
-------------------
Gameplay Changes:
-Raised respawn timer from 4 to 7

Layout changes:
-Lowered the height of the upper path in middle.
-Added a couple more buildings and rocks to block sight-lines on each side.
-Added some "battlements," "intelligence," and "resupply" signs.

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Old 02-15-2010, 04:29 PM   #9
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Damn it the cubemaps were broken. Now it's a3a.

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